With this new tutorial for 3ds max 2010, we’ll start working on a new tutorial series, “How to create a photorealistic modern bathroom”. In this video we’ll see how to model the basic environment using standard primitives, splines and basic modifiers. Then we’ll start working on basic lighting setup, one setup for external daylight and one for internal photometric lighting, these two systems will be used together too. 1st part will finish with out first test render done using some Arch&Design shaders and Mental Ray. The complete series will cover modeling, shading, lighting, rendering and compositing.
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22 Responses to “Series: How to create a Photorealistic Modern Bathroom Part 1”Leave a Comment










Thanks for this tutorial Allesandro – it’s really informative! I most of what you were saying (Which means I’m learning a lot – hellelujah), but things such as the special lights etc were news to me, and are greatly appreciated.
Cheers!
hi, how to download the video.. may i download it?
thank’s
where are the other parts.. ????
Hi Guys, thanks for the comments this tutorial serier will continue soon ! I hope to finish it during december.
awesome great thanks and part 3…..
Hi, Bathroom Part 3 is planned, so it will be released in June or max in July.
Thanks
Alessandro
thxx please fast continue
Magnificent web site. A lot of useful information here. I’m sending it to some buddies ans also sharing in delicious. And naturally, thank you on your sweat!
Hi, thanks for comment. You are supporting us in a really good way, we need to spread the word all around the web. Thanks
Hi Allesandro. The tutorial series is great. I have a stupid question. Was it planed, that we build with the Array 16 lights and not just 4? My szenario is a little bit to dark compared to your one. Thanks a lot.
Hi, thanks for the comment, can you show me your result ? So I can understand better how I can help you ? Thanks
The picture was illuminated with 8 lamps. You’ll find it here: http://www.filesonic.com/file/2229636444
I think it looks very dark. Your version is lighter.
I forgot something else?
Maybe there’s something wrong with the exposure control or the rendering parameters, can you send me the scene at a.cangelosi@cgcookie.com so I can check it and help you in a better way ? Thanks
Maybe there’s something wrong with the exposure control or the rendering parameters, can you send me the scene at a.cangelosi@cgcookie.com so I can check it and help you in a better way ? Thanks
Varilux2k is correct, you did use 20 lights in your scene instead of 8. You used a 4-copy 1D array and a 4-copy 2D array on that light, producing 16 lights.
I don’t know whether this was intentional or not.
hi. first of all: great tut! thanks so far.
but i have a problem:
you selected “hardware rendering” – i dont have that option. and i cannot “see” the light unless i select them:
http://s14.directupload.net/file/d/2807/sh2mwxju_jpg.htm (unselected)
http://s14.directupload.net/file/d/2807/b454zzfs_jpg.htm (selected)
as you can see in the screenshots… and idea?
Mhhh…it seems a problem with your video card, which configuration do you are using ?
NVIDIA GeForce GTX 260 is my video card. which configuration do you mean?
It was just to know which hardware and OS are you using, an other important thing is the video card driver version….
Win 7 64bit
6ddr3 RAM
Intel i7
Max 2012 settings Default (i changed nothing) service pack2
Latest Video Card
Mhhh, that’s really strange. It happen all time you try to see lights in real time in viewport ? I mean, it happens on this project or on all project you try to do ?
Thanks
Everytime… i don’t have a “real” preview of how it will looked when rendered. also i have at Settings/Viewport/ the possibility to chance the screen driver – i can choose between Nitrous (recommended and default), Direct3d and open gl